Adjusted the README and tweaked some notes

This commit is contained in:
Kayne Ruse
2014-05-19 20:04:17 +10:00
parent bb6e248583
commit 6a6e7f7125
3 changed files with 32 additions and 67 deletions
+11 -57
View File
@@ -1,43 +1,11 @@
* I need to keep the documentation up to date. Namely, the GDD is getting out of date.
* How many lookups is the map system using?
* Add the serial packet to the network utility
* Hook the serial packet to the network utility
* I completely forgot about status ailments
--Naming conventions--
I need to define the differences between several different terms i.e. naming conventions.
I may also need to rewrite some variable names.
* User: This is the individual who is playing the game
* Player: A synonym for a user
* Character: This is the actual player character in the game
* Username: This is the name of the player; ususally kept private
* Handle: This is the name of a character
* Avatar: This is the name of the sprite used by a character
--ServerApplication's methods--
//NOTE: I honestly don't know what I'm doing
CreateCombatInstance(roomIndex)
PushCharacterToCombat(charIndex, combatIndex)
UpdateCombatInstances() //handles all combat
--Battle System--
CharacterData:
--stats
EnemyData
--stats
CombatInstance
list<CharacterData*>
list<EnemyData>
Room:
RegionPager pager
EnemyFactory enemyFactory --this takes information on the room's data early in the room's construction
list<CombatInstance>
TODO
--Requirements--
@@ -55,31 +23,17 @@ On each game loop, the server should envoke each combat instance's update functi
after the commands are called, the ATB is reset to 0.
etc...
--Enemy Tables--
--Enemy API--
enemyTables: The global store of enemy tables. Only accessed by C++ code (unless you want to break something).
enemyTables -- The global store of enemy tables. Only accessed by C++ code (unless you want to break something).
table.logic: the AI logic. If null, simply attack
enemy.new(parameters) -- return a new enemy object
table.logic: the AI logic. If null, do nothing
table.ref: reference to the enemy itself, for use by API functions, set by constructor?
combat -- the combat API
combat.new(mapIndex, x, y) -- return combat instance's index
combat.pushenemy(c, enemy) -- return the enemy's position
combat.popenemy(c, position) --
--NOTE: useful for copying tables
function deepcopy(orig)
local orig_type = type(orig)
local copy
if orig_type == 'table' then
copy = {}
for orig_key, orig_value in next, orig, nil do
copy[deepcopy(orig_key)] = deepcopy(orig_value)
end
setmetatable(copy, deepcopy(getmetatable(orig)))
else -- number, string, boolean, etc
copy = orig
end
return copy
end